/* Copyright 2019-2020 David Robillard Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THIS SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /** @file rects.h @brief Utilities for rectangle animation demos. This file contains common definitions for demos that show an animation of many 2D rectangles. */ #include #include typedef float vec2[2]; typedef struct { float pos[2]; float size[2]; float fillColor[4]; } Rect; static const vec2 rectVertices[] = { {0.0f, 0.0f}, // TL {1.0f, 0.0f}, // TR {0.0f, 1.0f}, // BL {1.0f, 1.0f} // BR }; static const unsigned rectIndices[4] = {0, 1, 2, 3}; /// Make a new rectangle with the given index (each is slightly different) static inline Rect makeRect(const size_t index, const float frameWidth) { static const float alpha = 0.3f; const float minSize = frameWidth / 64.0f; const float maxSize = frameWidth / 6.0f; const float s = (sinf((float)index) / 2.0f + 0.5f); const float c = (cosf((float)index) / 2.0f + 0.5f); const Rect rect = { {0.0f, 0.0f}, // Position is set later during expose {minSize + s * maxSize, minSize + c * maxSize}, {0.0f, s / 2.0f + 0.25f, c / 2.0f + 0.25f, alpha}, }; return rect; } /// Move `rect` with the given index around in an arbitrary way that looks cool static inline void moveRect(Rect* const rect, const size_t index, const size_t numRects, const float frameWidth, const float frameHeight, const double time) { const float normal = (float)index / (float)numRects; const float offset[2] = {normal * 128.0f, normal * 128.0f}; rect->pos[0] = (frameWidth - rect->size[0] + offset[0]) * (sinf((float)time * rect->size[0] / 64.0f + normal) + 1.0f) / 2.0f; rect->pos[1] = (frameHeight - rect->size[1] + offset[1]) * (cosf((float)time * rect->size[1] / 64.0f + normal) + 1.0f) / 2.0f; }